RPG Object Variables

I’m creating a text based RPG (will be turned into a top-down dungeon crawler later), and all I’ve gotten to the point of developing all my Objects.

I have a basic idea of what I need inside these objects, but I would love if I could get some opinions on what else to include! I’ll post what I already have, along with comments if necessary. Anything that is extended will include all of the inherited variables.

Player class:
   private String name;
	private double evadeChance;
	private int experience;
	private int money;
	private int level;
	private int baseAttack; // starting base + stats
	private int speed; //speed based on weight and stats		//***DEFINE BASE SPEED***//
	private int finalAttack; // baseAttack + weapon damage
	private int health;
	private int skillPoints;
	private String style;		// mage/melee/range
	public Vector<Item> inventory = new Vector<Item>();		// inventory
	public Vector<Item> equipped = new Vector<Item>();		// equipped item
Armor class:
	protected int price;
	protected int level;
	protected String name;
	protected int wieldLevel;
	protected int itemLevel;
	protected int weight;
   protected double reduction; // value to reduce income damage by
 Weapon class:
   protected int price;
	protected int level;
	protected String name;
	protected int wieldLevel;
	protected int itemLevel;
	protected int weight;
   protected int damage;	// double?
	protected double missChance;
	protected boolean hasAmmo;
	protected boolean needsAmmo = false;
	protected String type;    // bow/axe/etc...
 Potion class:
   protected int damage;	// double?
	protected double missChance;
	protected boolean hasAmmo;
	protected boolean needsAmmo = false;
	protected String type;
 Ammo class:
   protected int damage;	// double?
	protected double missChance;
	protected boolean hasAmmo;
	protected boolean needsAmmo = false;
	protected String type;
   protected String forWeapon;
	protected int quantity;
Creature class:
   protected String name;
	protected int damage;
	protected int level;
	protected int experience; // reward for slaying (xp)
	protected int health;
	protected int bounty; // reward for slaying (cash)
	protected double missChance;
	protected int speed; // relative to weight & base speed; getSpeed() returns speed - weightAddition

For reference: wieldLevel is the required level to EQUIP the item. itemLevel is the level of the item relative to it’s effectiveness (ie. a very very rare super weapon can have a level of 999).

Any other variables you think would be good to include? I’ve been trying to think of others to put in here so I can finish the constructors, but I always think there’s something I’m missing.